orcinator
Liturgist
It has been inspired by Guild Wars
What
Also is this another case of "characters can die and there's some random shit so we'll call it a roguelike"
It has been inspired by Guild Wars
Time goes by so fast, and it was busy times! Our first month in Early Access is over; time for a short recap. Overall, we made five updates to the game with a nice mix of bug fixes, balance changes and improvements. I'm quite happy with the progress, even though there's still a long list of todos and for every item resolved, a new one pops up.
We have introduced new mechanics you guys suggested with the new zone of control and made the game more accessible to new players. A new hero, the Dwarven Priest, was added and probably will see a few minor changes. Balance-wise, I was hoping that after the first month, we'd be good and the game is definitely heading in the right direction, but I feel that a few balance tweaks will still be necessary over the next weeks.
We will also have to talk about the end game at some point, particularly the dragon. Boss fights are always difficult to get right, and it will be important to walk the narrow line between a push-over and a frustrating experience. Also, the fight against the dragon must not reward a particular playstyle too much over another, or make the fight a breeze if you run skill X on character Y.
Last but not least, big thanks to you guys in the community that have helped tremendously in shaping the game in the last month. Your feedback is much appreciated and helps a lot making this game as great as we all want it to be.
Thanks for your dedication!
Mark, Bitmen Studios.
The feedback the Early Access community provides is great and we're very grateful for this. It helps us discover imbalances, improve the accessibility and UI, fix bugs or even improve on the current mechanics.By the way I'm noticing constant updates in Steam about this one, balance-wise and bug fixing ones. Gotta give credit where it's deserved, the devs seem to be actively working on the game
You bet. Every new mission, you explore dungeons and have to deal with new random events.Do you explore dungeons in this game?
As someone who spent way too many hours in GW (pvp mainly), I am interested how the game is inspired by it. Is it the conditions, or do you have deck building as well?One thing I'd like to emphasize is that the game is not a Diablo clone in any way. It has been inspired by XCOM, FTL, Guild Wars, etc. and is more about tactics rather than grinding. Just to set the right expectations.
Many mechanics have been inspired by GW, mainly conditions, enchantments, hexes, shouts, and countless other skills as well as some of the hero classes. I'm not sure what you mean by deck building, but you need to build a team of heroes and develop them (e.g. train specific skills that have good synergy).As someone who spent way too many hours in GW (pvp mainly), I am interested how the game is inspired by it. Is it the conditions, or do you have deck building as well?One thing I'd like to emphasize is that the game is not a Diablo clone in any way. It has been inspired by XCOM, FTL, Guild Wars, etc. and is more about tactics rather than grinding. Just to set the right expectations.
By deck building I mean a system where you have skill slots that you can fill with different skills to match the demands of the particular quest at hand, like the setup in GW (I think the term deck building stems from MtG)Many mechanics have been inspired by GW, mainly conditions, enchantments, hexes, shouts, and countless other skills as well as some of the hero classes. I'm not sure what you mean by deck building, but you need to build a team of heroes and develop them (e.g. train specific skills that have good synergy).As someone who spent way too many hours in GW (pvp mainly), I am interested how the game is inspired by it. Is it the conditions, or do you have deck building as well?One thing I'd like to emphasize is that the game is not a Diablo clone in any way. It has been inspired by XCOM, FTL, Guild Wars, etc. and is more about tactics rather than grinding. Just to set the right expectations.
Yes, well I think what you described is pretty much deck building - not just a single character build, but for the whole squad.You can set up the skill bars of your team in town before embarking on a mission. However, I don't find myself tailoring that to a future mission mostly because you will run into different stuff during a mission. You'll usually want to use a team composition and skill composition that has good synergy and can cope with may different situations.
For example, if you want to counter hard hitting huge monsters, then bringing a class and skills that can inflict blindness or hexes like clumsiness or ineptitude can be a good idea. If you have troubles with ranged characters, an assassin who can shadowstep to the backlines and burst down a soft character can be a good addition. It all comes down to having a good team setup and skills that have good synergy. Obviously, some skill combinations will work better than others.